• 제목/요약/키워드: 3D 가상 착의

검색결과 103건 처리시간 0.019초

여성 재킷의 실제착의와 가상착의 비교를 통한 3D 가상착의 시스템 개선에 대한 연구 (A study on the 3D simulation system improvement through comparing visual images between the real garment and the 3D garment simulation of women's Jacket)

  • 곽연신
    • 문화기술의 융합
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    • 제2권3호
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    • pp.15-22
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    • 2016
  • 본 연구는 20대 여성에 대한 재킷의 실제착의와 컴퓨터 시뮬레이션으로 재현된 가상착의 상태를 디자이너 집단과 패터너 집단이 비교 분석하여 가상착의 시스템의 개선 방향을 제시하는 것을 목적으로 수행되었다. 착의 방식에 따른 디자이너 집단의 외관평가 차이 분석에 있어서 앞면에 대한 개 항목 옆면에 대한 개 항목 뒷면에 대한 1개 항목 소매에 대한 개 항목 칼라에 대한 개 항목에서 평가에 대한 차이가 있었다. 착의 방식에 따른 패터너 집단의 외관평가 차이 분석에 있어서 옆면에 대한 개 항목 뒷면에 대한 개 항목 소매에 대한 개 항목 칼라에 대한 개 항목에서 평가에 대한 차이가 있었으며 모든 항목에서 가상착의의 모습이 더 아름답다고 하였다. 착의 방식에 따른 외관평가에 있어서 디자이너 집단과 패터너 집단의 평가가 차이가 있었으며 이는 디자이너 집단과 패터너 집단이 의복의 맞음새를 평가하는 기준이 다르다는 것을 시사한다.

3D CAD system을 활용한 여성재킷 시뮬레이션에 관한 연구 (A study on simulation of women's Jacket using 3D CAD system)

  • 곽연신
    • 문화기술의 융합
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    • 제4권3호
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    • pp.191-196
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    • 2018
  • 본 연구의 목적은 여성 재킷의 실제착의와 컴퓨터 시뮬레이션으로 재현된 가상착의 A, B 간의 차이를 비교분석하여 가상착의 시스템의 개선 방향을 제안하는 것이다. 연구 방법은 아래와 같다. 기본 사이즈 재킷을 입은 표준사이즈의 피험자 사진을 찍고, 피험자 인체사이즈의 아바타에게 재킷을 가상 착의하여 이미지를 얻었다. 여성 재킷 고객 20명에게 이미지를 제시 한 후 설문 조사 방법으로 외관 평가를 실시하였다. 이 외관 평가에서 실제 재킷과 가상 재킷 A간의 일치정도를 비교했고, 실제 재킷과 가상 재킷 B간의 일치정도를 비교했다. 그 후 실제착의/가상착의 A와 실제착의/가상착의 B간의 외관 평가 차이를 t-test하였다. 그 결과 원단에 대한 1개 항목, 앞면에 대한 9개 항목, 옆면에 대한 3개 항목, 뒷면에 대한 6개 항목에서 외관 평가에 대한 차이가 있었다.

상하의 의류 영상을 이용한 가상 의류 착의 시스템 (A Virtual Fitting System Using The Top and Bottom Image of Garment)

  • 최란;조창석
    • 한국멀티미디어학회논문지
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    • 제15권7호
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    • pp.941-950
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    • 2012
  • 본 연구에서는 PC상에서 인체 3차원 데이터에 상하의 의류를 중첩 착의하는 가상 착의 시스템을 소개한다. 이를 위하여, 레이저 스캔 방식으로 얻은 인체 3차원 데이터와 의류 앞뒷면의 모습을 촬영하여 얻은 의류 디지털 데이터를 이용한다. 2차원의 앞뒷면 의류 디지털 데이터에는 의류 소재 내 질점 간의 장력이 반영되었고, 인체 데이터에의 착의 과정에는 마찰력과 중력을 적용해 주었다. 하의 착용 시에는 마찰력과 중력에 추가적으로 혁대 개념을 도입하여 흘러내리는 의류를 고정하였고, 하의를 착의한 인체데이터위에 상의를 착의하는 중첩 착의 방법을 제시하였다. 본 시스템이 지닌 장점은 복잡한 패턴을 이용하여 착의하는 다른 연구와 달리, 의류의 앞뒷면만을 이용하여 착의하면서도 현실감은 뒤지지 않는다는 것에 있다. 현재 의류전자상거래 시 의류의 앞뒷면만을 전시하여 판매하는 방법과 유사한 방식으로 온라인 판매가 이루어지나, 착의 모습을 제공할 수 없는 기존 방식과 달리 3차원의 착의 모습까지 제공하게 되어, 의류 판매의 방식을 바꾸게 할 것으로 기대한다.

의복의 2D 도식화, 3D 가상착의, 실제착의 외관 평가 비교 -20~30대 중국인 평가를 중심으로- (A Comparison on Clothing Appearance of 2D Flat Sketch, 3D Virtual Clothing and Real Clothing -Based on the Evaluation of Chinese in Their 20s and 30s-)

  • 왕설영;권채령;김동은
    • 한국의류학회지
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    • 제44권2호
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    • pp.193-208
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    • 2020
  • This study investigated similarities and differences between 2D flat sketch, 3D virtual clothing and real clothing images. Flat sketch, 3D virtual clothing, and real clothing images of T-shirts and dresses were made. Questionnaires were prepared for fit evaluation, sensory evaluation, and location evaluation. A survey of 440 questionnaires was collected from Chinese women in their 20s and 30s. As results of the sensibility evaluation, 3D virtual clothing expressed real clothing images slightly more similar than a 2D flat sketch. As results of the fit evaluation of the dresses, 2D flat sketch and 3D virtual clothing were rated as slightly longer/wider, and real clothing images were rated as slightly shorter/narrower. The results suggested that presenting 3D images with avatars as 3D virtual clothing images will provide more accurate fit evaluation results. This study presented possibilities and methods for apparel companies to utilize 3D system as an effective apparel production tool.

3D 가상착의와 실제착의의 평가방법 고찰 - 선행 연구를 중심으로 - (Study of Evaluate 3D Virtual Versus Actual Fitting - Focusing on Previous Studies -)

  • 류경옥
    • 한국의상디자인학회지
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    • 제26권2호
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    • pp.33-43
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    • 2024
  • This study comprehensively analyzes previous research comparing the similarities between 3D virtual and actual fittings, and identifies the current usage and limitations of virtual fitting programs. The findings reveal that, in most cases, 3D virtual fittings are not perfect substitutes for actual fittings. To address these limitations, this research focuses on the Hohenstein fitting test and BP-ANNs-based garment fit evaluation method, which incorporate various parameters, such as the correlation between wearers and garments, garment pressure, and ease, thus providing objective data, such as data acquired that can enhance subjective evaluations. By integrating such objective assessments, the study suggests potential improvements in virtual fitting accuracy. This research is expected to provide foundational data necessary for the development of a consumer virtual fitting systems alongside advancements in 3D virtual fitting technology.

네크라인 종류에 따른 3D 가상착의와 실제착의 비교 연구 (A Study on the Comparison of 3D Virtual Clothing and Real Clothing by Neckline Type)

  • 남영란;김동은
    • 한국의류산업학회지
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    • 제23권2호
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    • pp.247-260
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    • 2021
  • While it is an important element of clothing construction, research has so far been very limited on the similarities between virtual and real clothing in terms of the type of neckline. The purpose of this study is to verify the similarity, accuracy of virtualization, and actuality of neckline, which all play an important role in individual impressions and image formation, and require considerable modification when fitting real samples. A total of 5 neckline models were selected through the analysis of dress composition textbooks. The selected designs were then planned and manufactured in muslin. The specimen clothes were then tested on a female model in her 20s. 2 kinds of virtual bodies were created in order to compare the real and the virtual dressing. The first virtual body was made through an Artec 3D Eva scan of the model, and the other was made by entering the model's measurements in a CLO 3D program. A visual image of the front, side, and back image of both the real and virtual dressing were subsequently collected. The collected images were then evaluated by 20 professional fashion workers who checked the similarity between the real and the virtual versions. The current study found that the similarity between the actual and virtual wearing of the five neckline designs with reality appeared higher with the virtual wearing image using the 3D-scanned body. The results of this study could provide further information on the selection of appropriate avatars to clothing companies that check the fit of clothing by utilizing 3D virtualized programs.

가상 착의 시뮬레이션을 이용한 래글런 소매 패턴 변화에 따른 착의 시 정량적 분석 가능성 모색 (A Study on Based on the Possibility of Quantitative Analysis using Virtual Clothing Simulation according to Raglan Sleeve Pattern Types)

  • 이예진;이병철
    • 한국생활과학회지
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    • 제21권2호
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    • pp.299-314
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    • 2012
  • The purpose of this study was to explore effects of pattern alteration using a virtual clothing simulation approach in combination with 3D analysis software. Three raglan sleeves of different patterns were worn by an avatar using virtual clothing simulation with silk and cotton as the test fabrics. It was observed that the silhouette and hemline shape were affected differently based on raglan sleeve pattern and fabric type. By examining clothing pressure distribution, the cotton fabric designs and pattern shapes provided for a variety of influences on armhole and bust regions as well as the back sleeve area. For representative locations, cross section circumstance, cross section area, and volume were measured by using 3D analysis and the resulting correlation between the 2D and 3D data were investigated. Among different fabrics, there was little difference between the 2D and 3D clothing surface area. However, when using 3D analysis, clothing volume was significantly affected by different fabrics and pattern types. By simultaneously adopting the virtual simulator and 3D analysis, quantitative assessment of virtual clothing simulation was successfully conducted. In light of the results of this study, the resulting methodology is expected to be used as a comprehensive evaluation tool for virtual clothing simulation wear testing.

3D 가상착의 시스템을 활용한 노년 남성의 슬랙스 원형 설계 (Developing of slacks clothing pattern for the elderly men using a 3D virtual garment simulation system)

  • 임지영
    • 복식문화연구
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    • 제31권5호
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    • pp.627-639
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    • 2023
  • This study seeks to increase the satisfaction of elderly men when purchasing and wearing ready-to-wear clothes by designing a slacks pattern suitable for their body type, which is determined by analyzing their lower bodies using virtual avatars and 3D virtual simulation system. The study found the following. First, based on virtual visualization of the comparison slacks pattern, the waistline position was consistently the lowest scored question among the evaluation survey items. Interpretation of this dissatisfaction suggests that, because the front waistline falls below the abdomen, the lower body, and especially the abdominal shape, is unpleasantly emphasized. Second, by using a virtual simulation system, the study developed a new slacks pattern that considered the concerns of elderly men. The primary measurement changes were as follows: front waist girth W/4+1.5cm+0.5cm, back waist girth W/4+1.5cm-0.5cm, front hip girth H/4+2.5cm-0.5cm, back hip girth H/4+2.5cm+0.5cm. Third, the new slacks pattern's appearance was evaluated more highly than the comparison pattern, confirming the new pattern's appropriateness for elderly men. This study demonstrates how slacks and other clothing patterns designed in a 3D virtual garment simulator can be used to design more appealing clothing for elderly men, increasing the satisfaction of wearing ready-made clothes at older ages.

재단 각도에 따른 세미 플레어 스커트의 외관 및 헴라인 드레이프 형상에 관한 연구 - 실제 착의와 i-Designer의 가상 착의 시스템을 중심으로 - (A Study on the Shape of Hem-line of Semi-Flare Skirts according to a Cutting Angle - Based on the Comparison between Real Clothing and 3D Virtual Clothing -)

  • 구미란;서미아
    • 복식문화연구
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    • 제17권3호
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    • pp.499-511
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    • 2009
  • As the demand of the consumer for high-sense clothing, relation with materials is becoming important even in clothing construction. Especially, the cutting angle of materials is becoming an crucial element in the formation of silhouette, and drape of Hem line, of skirts. Accordingly, in this study, Hem line shapes between real clothing and 3D virtual clothing of "i-Designer" were analyzed by manufacturing semi-flare skirts of polyester 100% according to a cutting angle, and the results are as follows. As a result of comparison of silhouette between the real clothing and the virtual clothing, the real and the virtual have a similar feeling regardless of a cutting angle. In case of drape shapes, both the front and the lateral side were represented in almost similar shapes. The back side, however, the real and the virtual showed a great difference in case of grain direction. And in the whole silhouette, the real and the virtual were represented similarly. It could be known that with regard to Hem-line drape shapes between the real clothing and the virtual according to a cutting angle, the real clothing is represented in a location farther from the body than the virtual clothing and, the location or number of node was similarly showed in the real and the virtual.

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3D 의상 모델링소프트웨어를 이용한 가상모델의 착의 평가 연구 - 퀄로스(QUALOTH)프로그램을 중심으로 - (A Study on the Fitness Evaluation of Virtual Model Using 3D Clothes Modeling Software - Focused on Qualoth Program -)

  • 양정은;김숙진
    • 대한가정학회지
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    • 제44권7호
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    • pp.153-162
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    • 2006
  • This study was attempted to investigate the possibilities of fitness evaluation of virtual model using 3D clothes modeling software. For the purpose, two one-piece dresses were made with two kinds of patterns using Qualoth program, and then each dress was fitted to a real model and a virtual model, and the results were compared and discussed. The result of this study was as follows. First, the fitness evaluation of real model showed a significant difference only at a little difference in figures (1-2.5cm) of the pattern, while any significant difference in appearance was not found in case of a virtual model fitted a dress made out of a pattern with the same difference in figures. Second, items to evaluate a difference in patterns using 3D clothes modeling software were shoulder line, the distance between shoulder points, armhole line, ease of armscye depth, and overall appearance. Because all the items fall under design lines which make up outer lines of a cloth, it can be said that the Qualoth program is good for representing design, rather than exposing a small difference in patterns.